Blackwater Gulch Web Rules

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    2012 Gangght Game Studio. All Rights Reserved.BlackwaterGulch.com - [email protected]

    Version 1.5

    Gangfight!g a m e s t u d i o

    RULEBOOK

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    Gangfights in the Old WestEvery town has a story, and every story has a beginning, and ourtory begins with Old Man Cooter.

    Beneath the shadow of Marble Mountain, his cabin was aamshackle thing. It shook under a strong wind, groaning withach shake but like its owner it had stood against time andhe elements. Just ve miles out of town, Old Man Cooter hadlaimed there was gold both in the deep, fast owing azure blue

    f the river after which the town was named, as well as in theaverns deep beneath Marble Mountain.

    And he had been right. The gold was found and the killingegan. Back then the little settlement was known simply as

    Victory Falls. Named after the river that ran down from MarbleMountain and out through the clis and canyons, Victory Fallswas a haven for those that sought a new life.

    t was only when Cooter came back from the mountain withhe yellow rock that people began to ock to the shanty town.

    Almost overnight, gambling dens, brothels and storehousesprang up as more and more people ocked from around the

    world to Victory Falls for their own greedy reasons. Gunslingersame to nd a name, hustlers to make more money. Hooligansnd thugs, Outlaws and Fortune Seekers. The good were soonutnumbered by the bad.

    The elite reside in Uptown, looking down from on high wbelow, in Downtown people ght for the scraps thrown to th

    Years of mining have also aected the landscape. Just as the gpeople became tainted by the dregs of morality, so the wateVictory Falls became infected by dirt and oil, and so BlackwGulch was borne.

    With greed comes violence. With violence comes death, death certainly walks the streets and back-alleys of BlackwGulch. There isnt a day that goes by that doesnt end wibody in a box and a widows tears on the ground.

    Law is afraid to walk Blackwater Gulch ... are you?

    Welcome to Blackwater Gulch, the game of gangghts in the OldWest. Blackwater Gulch is a tabletop hobby game where you and

    our friends will collect gangs of miniature men and battle forame and fortune in the town streets and outskirts.

    n order to introduce you to the game, rst lets go over what its and what you need to play.

    A hobby game is, quite simply, a game that you build yourself.This book provides the rules that you need to play, and youwill purchase miniature gures (also referred to as models)o represent your gang and paint them to your liking. The games played on a board that you also create, which can simply be aable top with a few pieces of scenery for obstacles, or you canuild an elaborate Wild West town from scratch. You are limitednly by your imagination!

    n the chapters that follow, you will learn how to build yourgang, set up your game board and ght a battle.

    What You Need

    The Rules:What you are reading now! You will need these ruleso learn how to play.

    Enemies:You will need some opponents to play against. Gamesre commonly played with 2 players, one ghting against thether, however it is quite easy to adapt your games for multiple

    players. Just make your board a little bigger and have at it!

    Howdy, Partner!A Gang:You and your opponents should have at least 5 moeach to start a gang. You may decide to play with larger ganyou wish, but 5 is the minimum size. Your Gangght miniatwill come with special Character Cards that will dene w

    skills or weapons each member of your gang will have.

    Measuring Device:Distances such as how far a model can mor shoot are measured in inches (). You should have someof measuring device like a small tape measure.

    Dice: The game uses six-sided dice, commonly referred ta D6, and you will only need a handful of them. Your gmembers Attributes will tell you how many dice you neeroll, referring to your roll as #D6, where # is the amount of you need to roll. For example, 2D6 means you need to roll 2 There are some occasions where you will be asked to roll a in this case, roll a D6, but a roll of 1 or 2 = 1, 3 or 4 = 2, and

    6 = 3.

    Game Board:The game board can be any surface you wisplay on. Any table will do for small games. The board represa section of forest, desert, small village, town square, or anytelse you can imagine. You will add scenery to the board to mit appear more lifelike and give your models obstacles and cto hide behind. The average board size for most games is 4by 4 feet, but that is merely a suggested size. You may usesize you feel comfortable with, whether its a dedicated gboard you built yourself, a kitchen or dining room table or a folding playing card table.

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    Rolling Dice

    You should always attempt to roll your dice in an open and clearrea of the board. If your opponent agrees, you may use other

    devices for your rolls such as dice towers or special bowls orups or dice rolling apps for your favorite handheld device. Youhould consider any D6 that rolls o the board as cracked, and

    oll it again.

    There will be situations where you are permitted to reroll dice,uch as the Leaders Luck rule on page 29. When making a reroll,he result of the rerolled D6 is always nal. You cannot reroll aeroll, even if your leader still has more lucky dice to spare.

    Base Sizes

    The models we produce will come with a round, 30mm base forhem to stand on. This is the preferred base size for all man-sized

    models, though a 25mm base is also acceptable. Horses shoulde on a 40mm round base.

    These figures are mounted on our standard 30mm bases.

    Game Terms & Common Rules

    Measuring

    All distances in the game are listed in inches (). You shouldlways start measuring from the edge of your models base, ande sure the edge your targets base touches the distance measured.

    When measuring how far your model can move, measure fromhe edge of its base, and be sure the entire base falls inside the

    distance measured. You may measure any distance any time you

    wish.

    Facing

    Your model may only attack something in front of it. Threferred to as your models facing. Facing denes what your models eld of view, and this is determined by wheremodel itself is looking. Draw an imaginary line across the with the models face straight ahead. It can see anything with

    180 degree arc in front of it. Any potential target behind a mmay not be attacked unless the model turns around to faduring its movement. Attacking a model from behind givesan advantage, since the target wont see it coming. Any atagainst a model from behind, be it shooting or melee, will g+1D6 bonus when rolling to hit.

    Personal Space

    Unless you plan to attack a model in hand to hand combatedge of your models base must stay more than 1 away fany enemy model. If your models entire base cannot t betw

    this 1 area and an obstacle or another models base, your is eectively blocked and you will have to take the long around or ght your way through. If for any reason your menters an enemy models personal space, those modelsautomatically considered to be ghting in melee combat. rule only applies to enemy models. Friendly models may gclose as you wish. The only thing that could negate this ruif a model is totally obscured by terrain (such as a behind a or in a building) where an enemy model cannot see them at

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    To form a gang, all you need to do is buy the models you wanto use. As mentioned previously, you need a Gang Leader modelo lead your men and at least half of your gang, not including theeader, must be made up of Henchmen models. The minimumize for any gang is 5 models.

    Gang Leaders

    Your Gang Leader is the one who commands the rest of yourgang. They all look up to him, and while he is standing, he mayhare his professions abilities with friendly models within 12.or example, if your Gang Leader is a Doctor, he can tell his

    gang members how to patch up someones wounds, or if he isGunslinger, his members can give up their movement to take

    im together.

    Gang Affiliation

    Your Gang Leader will also have special abilities only availableo characters aliated with his gang, so it is a good idea to try

    nd use as many characters from his gang as possible. However,ou are allowed to mix & match and add characters from other

    gangs if you wish. Even outlaws and lawmen who are bitter rivalsmay have to join forces against a common enemy sometimes. If

    ou do add in members from other gangs, they will not benetrom the gangs special ability. Only members aliated with theeaders gang will be aected.

    Professions

    Your Gang Leader and Professionals possess special abilitiesnly available to them. Please see page 32 for more information

    n the professions in Blackwater Gulch.

    Henchmen

    Henchmen make up most of your gang. Half of your gang, notncluding the Gang Leader, must be Henchmen characters. So,or example, in a starting gang with 5 members, you can haveour Gang Leader, along with 2 Professionals and 2 Henchmen.

    Hired Guns

    Everyone is out to strike it rich in Blackwater Gulch. Some hunt

    or gold, and some hunt for men, and a select few oer theirervices to the highest bidder. Hired Guns are special charactershat are not aliated with any one gang. They will join forces

    with anyone willing to hire them, and they all possess uniquekills or weapons not available to the general public. Your gang

    may include 1 Hired Gun for every 5 models. Hired Guns arelso considered Professionals as far as your gang makeup isoncerned, so you may need to add extra Henchmen to your

    gang as well in order to make sure they still make up half ofour gang.

    Forming a Gang

    Too Many Chiefs

    Other Gang Leader characters may also join your gang. Textra leaders are considered Hired Guns, thus you will neeleast 5 models to include an additional Gang Leader charaYou must select the character who will lead your gang atstart of the game, and be sure your opponent is aware. T

    secondary Gang Leader characters may not use their spGang Leader Profession abilities. They will act as any oProfessional in your gang, just a bit tougher than the others

    Attributes

    Every character has special Attribute numbers that are usedene dierent parts of their physique or how experienced are. If you refer to a Character Card, you will see these numlocated on the left side of the front of the card. These attribare:

    Health Points (HP) - Health determines how much dam

    a model can sustain before being taken out of action. Whmodel is injured during a game, its Health will go down point for each attack against him that he wasnt able to defIf Health reaches zero, lay the model on its side, he is nowof action. Your Gang Leader has 3 HP, Professionals have 2and Henchmen have 1 HP, unless they have a special skiincrease it.

    Defense Points (DP) - Defense is a special number used toif a model can avoid being hurt by an attack. It represents skill at dodging blows or bullets, or just knowing how to ktheir head down. Like Health, your Gang Leader has 3 Professionals have 2 DP and Henchmen have 1 DP, unless

    have a special skill to increase it. Defense can also be incretemporarily by keeping your men in cover during the game

    Experience (XP)- Experience is a number used to determine much a member of your gang has learned over the course oor her career. Your Gang Leader, being the biggest and the has a base level 100 XP, Professionals have 75 XP, and Henchhave 50 XP. The weapons and equipment a character hasalso add to his XP number, based on the level of the itemexample, a Colt 45 Peacemaker is a level 6 gun, and a mequipped with one would have 6 points added to their total

    Strength (Str)- How strong a model is. Mostly used to determ

    how much damage it can do when ghting in melee combathow much it can carry.

    Quickness (Qui)- How fast a model can react to things happearound it. Mostly used for actions that will require coordina

    Stamina (Sta)- How hearty and healthy a model is. Mostly uto resist certain types of damage or make you live longer.

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    ntellect (Int) - How smart a model is. Mostly used for thingshat your model may need to think about or concentrate on, suchs learning how to use better weapons, or knowing when its a

    good idea to retreat.

    Ranged Combat (RC)- Determines how well a model can shootr throw something.

    Melee Combat (MC) - Determines how well a model is able toght with sts, knives, axes and any other kind of handheldweapon that you dont shoot or throw.

    Forming a Gang

    Fame

    Fame is used to determine the overall strength of your gSimply add up the XP level of all members of your gang,this number will be your gangs Fame rating. If you play agaa gang of similar Fame, you can expect your game to be balanand fair.

    Infamous Gangs of Blackwater Gulch

    The Clancy Gang

    The most feared of all the families in Blackwater Gulch, theClancy Gang have been allowed to run roughshod throughhe streets. They often take protection money from the few

    hopkeeps who remain, or start ghts in the Golden Coin justor the heck of it. Armed to the teeth, with an attitude twice as

    ugly, The Clancy Gang do what they want, when they want anddont care who gets hurt in the meantime.

    A motley crew of thugs, the Clancy Gang are currently ledby Wilt Clancy. His right hand girl is Lee Roland, notoriousBounty Hunter from the deep South. They are backed up byhe impressive mountain that is Jacob Sparks, an ex-Wrasslerrom the Travelling Zarconis plus two local boys, Sam and Nate

    Winston.

    The Vigilance Committee

    Mayor Horndike nally had enough of the lawlessness inBlackwater Gulch and sanctioned the formation of The VigilanceCommittee - a group of concerned citizens determined to bringaw back to the wanton streets of their town. Walking the darktreets, the Vigilance Committee soon became nearly as

    dangerous as the gangs theywere sent to disarm.

    Bounty Hunter, Rick Dawson was hired to lead the VigilanceCommittee. With Trent Doc Dougall and Gramps Fillickson, aocal Prospector and gunhand, plus the two Williams boys, the

    Vigilance committee are slowly working their way through the

    gangs of Blackwater Gulch.

    The Bloodwolf Tribe

    The Saltpan Plains beyond the towns boundaries are a dangeplace lled with many hazards. The terrain is harsh and toas are those that choose to live upon its dusty back. Hid

    amongst the boulders, outcrops and scrub are many tribeIndians, most famous being The Bloodwolf Tribe. Hardeagainst the elements and ercely loyal, the Bloodwolf have own reasons for coming into the town of Blackwater Gulch.

    Their true names are a secret only those within the Tribeever know, so when they came riding into town, or were from a distance, the people of Blackwater Gulch gave them own nicknames. Chief Bloodwolf leads the tribe, his tomaha deadly mix of weapon and totem. Top Hat is a marksman his sixguns always at the ready, while Boneshirt renders aid to his injured tribesmen. Mohawk and Spearman are yodeadly warriors, comfortable in any terrain as they are in

    streets of Blackwater Gulch.

    Los Bandidos Mexicanos

    When the town started to go through reconstruction, groof Mexicans were taken in; cheap labor hired to do the the townsfolk didnt. When the job was nished these pewere cast aside to fend for themselves amidst the violencelawlessness that sprang up as quickly as the buildings they whired to build.

    El Jefe heads the Bandidos Mexicanos, as fast with his pias he is at his cards. Cabo Mendoza, learnt his guerilla war

    skills in the Ejrcito Mexicano but now ghts beside El Jefthe dusty streets of Blackwater Gulch. Esteban El CutaCruz, another refugee from the Travelling Zarconis is dewith his twin Machettes, while Susanna la Lobo spreads pwith her homemade explosives. Diego Torez is as silent withrie as he is with his mouth a mute with a deadly skill.

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    We include Character Cards with all of our models to make itasy for you to jump right into the game, but many players likeo build their own gangs and characters from scratch. Its quiteasy to build your own characters, and to help you keep track ofveryone, you can nd blank card and roster sheet templates onur website at BlackwaterGulch.com

    Gang LeadersThe rst member of your gang should be your Gang Leader.Hes the one the rest of the men look up to. Hes (usually) theoughest of the bunch, or the smartest, or most cunning, or allf the above. Give him a name, and start all of his Attributes atwith the exception of XP which will be 100, and HP & DP wille 3.

    Next, pick a profession for your Gang Leader. Add any bonusAttribute point he gets from his profession to the Attribute.Professions are listed starting on page 32.

    or every 5 points of XP a model has, it will earn 1 point to addo any Attribute. So, your leader now has a total of 20 pointso spend increasing his Strength, Quickness, Stamina, Intellect,

    Ranged and Melee Combat. You may distribute these pointshowever you wish, but no Attribute may be higher than 6.

    Now he needs some equipment. Browse through the Livery andGeneral Store starting on page 74 to buy him some weapons.Keep in mind his current RC and MC level, and buy weaponshat match his level or lower. You can equip him with higherevel items, but they will be more dicult to use, so it is usuallyest to choose weapons that match his skill levels. Also keep histrength in mind, as he may only carry 1 item for each point of

    trength he has.Lastly, add up the level for each weapon chosen and add that to

    our leaders XP. For example, a Gang Leader equipped with aBowie Knife (level 3), a Remington Army Revolver (level 4) andWinchester Repeater (level 5) would end up with a total of 112XP, and he would also need a Strength of at least 3 in order toarry all 3 weapons.

    The Rest of the Gang

    The rest of your gang will be made up of a mix of Henchmen andProfessionals.

    Henchmen are the most common gang member. They areusually townsfolk or just regular people who joined a gang forprotection, sport, or the hope of striking it rich. They have nopecial abilities or Attribute bonuses, but are cheap to hire. Halff your gang must be made up of Henchmen, not including your

    Gang Leader. Each Henchman begins with 50 XP, 1 HP, 1 DP and0 points to spend raising other Attributes.

    Creating Your Very Own GangProfessionals are more experienced individuals who hchosen a certain path in life, and with it have acquired a gdeal of expertise in their chosen career. Each Professionalhave 1 extra point awarded to a given Attribute, in additioseveral special abilities only they posses. You can read mabout each profession starting on the page 32. Each Professiwill begin with 75 XP, 2 HP, 2 DP and 15 points to spend raiother Attributes, in addition to their one bonus point.

    Like your Gang Leader, each new member will need to hweapons assigned to them, and the level for each weapon equip will be added to their XP.

    Name, Fame & Gang Sizes

    Now that you have your gang all recruited, dont forgegive everyone a name. Not only do your members need tsomeone, but your gang should have a name too!

    The nal thing you need to do is calculate your gangs FaAs mentioned previously, Fame is used to determine how toyour gang is, compared to another gang. You simply add upXP for each and every member of your gang, plus the leveach of their weapons, and the sum is your gangs Fame. Wyou play against your friends, you should make sure both hgangs of similar Fame levels, so your game will be balanced

    The minimum size for a gang is 5 models, and this is a glevel to start with if you are new to the game. As you learnrules and gure out dierent strategies, you and your frican increase the size and ght bigger battles.

    Leaders Luck

    Every Gang Leader has a pool of 3 dice reserved at the staeach game. These dice may be used to add to any roll the leis called on to perform for any reason during the game. Heuse any amount of the pool at any one time, and once the are used they are lost.

    If your Gang Leader is out of action before he uses up all olucky dice, they will be lost, even if your leader is a Gamblehe is healed by a Doctor and gets back in the ght, his dicestill lost. His luck has run out!

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    When a models Attributes reach level 4 and 6, they may beligible to earn a new skill. You may select any skills you wishor your models, providing they meet the level requirements,ut a model may only have as many skills as it has Intellect.or example, a model with an Intellect of 3 may learn up to 3

    dierent skills.

    Strength Skills: Brute Strength- Your opponent must reroll one successful D6rom his saving throw in melee combat.

    : Strong Arms - Big muscles help you keep your gun steadywhen ring, making you less susceptible to recoil. Lowerhe models target number to hit with ranged combat withny weapon other than thrown weapons attacks by 1. When

    using thrown weapons, a model with Strong Arms will roll andditional +1D6 for range. In melee combat, a model with strongrms will pulverize their opponents, and this enemy will not beble to be healed by doctors if taken out of action.

    Quickness Skills

    : Run & Gun- The model may attack (Ranged or Melee) if it ran,ut with a +1 to its target number to hit. The model may onlyttack, no other actions may be performed.

    : Duck & Cover- The model gains +1 Defense.

    Stamina Skills

    : Hearty- The model may reroll 1D6 from a failed saving throw.

    : Really Tough- The model gains +1 Health.

    Skills

    Intellect Skills

    4: Bravery- Lower target number by 1 when making a Moroll.

    6: Know-how- The model may use weapons 1 level higher its RC or MC Attribute without a penalty. Bounty Hunters

    use weapons 2 levels higher.

    Ranged Combat Skills

    4: Quickdraw- The model may ignore the to hit penalty for with 2 pistols in the same turn, but not for attacking 2 dietargets.

    6: Deadeye - The model may ignore the to hit penalty for ranged attacks.

    Melee Combat Skills

    4: Duelist- The model may ignore the to hit penalty for ghwith 2 one-handed melee weapons in the same turn, but noattacking 2 dierent targets.

    6: Charge! - The model may attack if it ran and entered mcombat, with a +1 to its target number to hit. If the model has the Run & Gun skill it may attack as normal, with no topenalty from running.

    ProfessionsBounty Hunter

    ome would call them a Jack or Jill of all trades. Bounty Huntersxcel at catching a man dead or alive... usually dead. To gethe job done, they master a variety of weapons and tend to betronger than most. Some bring only criminals to justice, but

    most will go after any bounty that pays well enough.

    Bounty hunters gain +1 Strength. They are known to use avariety of dierent weapons, and to reect this they may usequipment one level higher than their current Ranged or Melee

    Combat Attributes with no penalty. The penalties are treated asne level higher.

    Pay attention and ya might learn something.f your Gang Leader is a Bounty Hunter, any friendly model

    within 12 of him will also have no penalty for using weapons 1evel higher than their current skill.

    Gambler

    Relying on cunning and a little bit of luck, a Gambler alwaysa few tricks up his sleeve. He knows the odds and he countscards, and his nimble ngertips will help lighten your pocwhether its at the card table or in a dark alley.

    Gamblers gain +1 Quickness when rst recruited. Always luckier than most, a Gambler has one bonus D6 that he mayto any one roll in the game, the same as dened in the LeadLuck rule on page 29.

    Dont tell me the odds.If your Gang Leader is a Gambler, he will combine his luGambler D6 with his Leaders Luck dice for a total of 4, andfriendly model within 12 may use these dice if you wish,just the leader.

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    Prospector

    Explorers and wanderers by nature, Prospectors spend most ofheir careers panning, digging and mining for gold and other

    precious minerals. Their shovels and picks are always at theeady, for working or ghting. They often will hire a gang for

    protection, or get recruited by one for their money-making skills.

    Prospectors gain +1 Stamina when rst recruited. More athome in the wilderness than most, a Prospector knows how toonceal his whereabouts and blend in with his surroundings, so

    no one can follow the trail back to his claim. To represent this,Prospector treats outdoor Area Terrain as Heavy Cover. In

    ddition, Prospectors do not need to make a Quickness roll formoving in area terrain, and instead can move their full 6 everyime, but still may not run.

    Keep yer heads down!f your Gang Leader is a Prospector, his Area Terrain cover bonus

    will apply to every friendly model within 12.

    Doctor

    Usually more of a tonic salesman than a surgeon, Doctors dowhat they can to patch up your gangs hurt. Very few are formallyrained, but they know enough to bandage a bad wound, splintbroken limb, or hack o a bad appendage. Most gangs employ

    Doctors to keep them ghting, or just to have access to dierentmedicines.

    Doctors gain +1 Intellect when rst recruited. During a game,Doctor may revive a friendly model that is out of action. The

    Doctor must move within 1 of the fallen model, and heal them

    nstead of attacking. The Doctor will make an Intellect roll, usinghe fallen models Stamina as a target number, however in thisase you must roll at or below their Stamina level to revive them.

    Also in this case, rolling a 1 will not be an automatic failure. Ifhe hurt model gets back up, but is taken out again, they may note healed again by anyone and will remain down for the rest ofhe game.

    Put some pressure on that wound!f your Gang Leader is a Doctor, any friendly model within 12f him will also be able to heal fallen models.

    Professions

    Wrassler

    Most often found causing trouble in local saloons, a Wrasslea bad attitude and a score to settle with anyone that gets in way. They are rst to start a brawl and the last to nish oneto stay on their good side, if they have one.

    Wrasslers gain +1 Melee Combat when rst recruited. Dua game, a Wrassler receives one bonus attack in melee comwhen using melee weapons. For example, if he is wieldi2-handed weapon, he may make 2 separate attacks, but iis wielding two 1-handed weapons, he may make 3 sepaattacks.

    Clobber em, boys!If your Gang Leader is a wrassler, any friendly model withinmay also make 1 bonus melee attack.

    Gunslinger

    Never one to miss a good shoot-out, a Gunslinger is a marksman. With his sixguns by his side or a rie in his aa Gunslinger can hit almost any target at any distance. Qcommon in Blackwater Gulch, most gangs are more than wito recruit them, and pay them well.

    Gunslingers gain +1 Ranged Combat when rst recruDuring a game, Gunslingers may give up their movem(though turning on the spot to change your facing is allowand take aim. Gunslingers that aim will earn a -1 to their TaNumber to hit.

    You wont miss with me doin the spottinIf your Gang Leader is a Gunslinger, friendly models withinof him will also be able to give up their movement to aim.

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    Gangghts play out in a series of turns. Over the course of aurn, all players will activate (move and attack) every modelhey are able to. After every model has been activated, the nexturn begins. There is no limit to the amount of turns in the game,

    however some players may wish to place an optional time orurn limit on their games. Once this limit is reached, calculate

    who wins based on your scenarios objectives.

    InitiativeAt the beginning of each turn, both players roll 1D6, rerollingies. The winner may choose who goes rst and that person willctivate his rst model.

    Activat ion

    imilar to games like chess or checkers, each player moves onemodel at a time, and each model may only move once and perform

    ne action, usually attacking, each turn. This is commonlyeferred to as activation. After your model is nished, your

    pponent does the same with one of his models. Switch backnd forth activating one model at a time until all models haveeen activated. It is a good idea to keep track of which models

    have been activated. You can just ip their Character Card over,r place a small counter next to a model such as a coin or glassead.

    There are 3 parts, or phases, to activating a model: upkeep,movement and attack or actions.

    Upkeep

    f a model needs to roll for morale, is on re or had any other sortf eect placed on it previously, now is the time when you makewhatever rolls are required to resolve the eects.

    Movement

    Every model may make a normal movement of up to 6 inches.When you move your model, you can end your movementacing any direction you choose, but this is the direction it willace until its next activation.

    Running- If you have a great distance to cover, you may wish tohave your model run. In order to run, activate your model and

    make a Quickness roll. Add the number from the highest D6 tohe amount of inches your model may move that turn. If a modeluns, it may not attack or perform any other action until its nextctivation unless it has a special skill to allow it.

    Example: Your model has a Quickness of 2. You roll 2D6 and get a 2nd 4. Your model can add 4 to his movement, allowing him to movep to 10 for this turn.

    Playing the GameJumping- A model may jump across an open gap, such as fone rooftop to another. In order to jump across a gap, rst ma normal movement up to the edge, and then make a Quickroll. The number on the highest D6 is the amount of inchmoves through the air, and it is the amount of inches it Mmove. If you roll too low and miss your mark, you will falltake damage as noted below. You may also choose to just jstraight down, and not roll for distance. A model may also juo of a moving horse, using the distance the horse moved ilast activation as a target number. If the horse moved ovethe model may not jump o as the horse is just moving too If the model is somehow knocked o or thrown from a hmoving over 6, its the same as if he fell over 6, detailed be

    Falling- There are times when a model can fall, or voluntjump down from a higher level of a building or cli or any othey climbed onto. Any distance over 3 can hurt the moIf jumping or falling more than 3, measure the distance. distance in inches is the target number you need to beat to adamage, using a Quickness roll. You only need one succeD6.

    If you fail the roll, your model may be hurt. You must madefense roll as dened on page 49 to resist being hurt, uthe inches fallen as your target number. You also only needsuccessful D6 to survive. If the roll is failed, the model will1 HP. Any distance over 6 will automatically fail and the mwill lose 1HP for each inch over 6. For example, if the modeo a 2 story building that is 11 inches tall, it would lose 5 Heand instantly be placed out of action where he fell.

    Tackling- If you jump and/or fall on top of another model (fror foe) this target model will be hit once with a strength eto the amount of inches you fell, up to 6. Resolve the dam

    like any other attack. If both models survive the fall and theyenemies, they will be considered ghting in melee combat fthat point on.

    Stairs and Ladders - Models may climb up or down stairladders anytime during their movement. If a model can rthe top or bottom in less than 6, it may nish its movementattack as normal. If the model would end its movement stithe ladder or stairs, it will be placed at the top or bottom andperform no other actions. A model may run up or down stbut not ladders.

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    Blackwater Gulch is a lawless place, where gangs battle eachther on a near daily basis. Fighting is the heart and soul of the

    game, and if you want to win, you have to get your hands dirty.

    Choosing Weapons

    Your Character Card will list all of the weapons a model is

    quipped with. Many models will have more than one type ofweapon, such as a pistol in one hand and a rie slung over itsack. If this is the case, you must declare which weapon you are

    using before you roll your dice to attack.

    Using Both Hands

    A model may attack with either one 2-handed weapon (suchs a rie or a miners pick), or two 1-handed weapons (such aspistol or bowie knife) holding one in each hand. Using two

    -handed weapons will allow your model to attack twice in theame turn, however if you attack twice it will add +1 to youro hit target number for the second attack. Roll for each attack

    eparately.

    Your 2 attacks must be made against the same enemy model. Ifou are able to take the target model out of action with your rstttack, you may switch to a second target if an enemy is withinange. Switching targets will add an additional +1 to your to hitarget number and this second attack must be the same kind ofttack. For example, if you defeated an enemy in melee combat,nd there are no other models in your Personal Space, you may

    not pull out a pistol and shoot someone in the same activation.

    Ranged Combat

    n order for your model to make a ranged attack (shooting a gun,hrowing a stick of dynamite, etc), you will roll an amount of dicequal to your models Ranged Combat (RC) attribute, taking intoccount any modiers you may have from professions, skills,over, and more.

    Your model may attack any enemy model that it is facing andwithin its line of sight. You may measure the distance to anyarget you are able to see at any time, and attack whichever validarget you wish as long as it is visible within range.

    Under normal conditions, the number you need to reach is 4.Add or subtract any modiers that come into play and this will

    e your target number. Roll an amount of dice equal to yourRanged Combat Attribute and keep track of every D6 that met

    r exceeded the target number. Your opponent will need toknow how many successful rolls you made when he attemptso defend himself.

    Attacking

    Common Ranged Combat Modifiers:

    If your target is at long range, add +1 to target number. If your target moved more than 6 in its last activation, a

    +1 to target number. If you are shooting while on a horse and moved that turn

    add +1 to hit target number.

    If you are shooting a weapon with a skill level that is higthan your Ranged Combat Attribute, add +1 to hit targetnumber for each level above your Attribute, to a maximuof 6. For example, if your RC is 3, but your guns level is you will add +2 to your target number.

    If your target has any other models (friend or foe) withinpersonal space, add +1 to your to hit target number as it wbe a little more dicult to hit your intended target.

    Line of Sight

    If you want to make a ranged attack, your model has toit. A model should be able to form an imaginary line fromhead to the target, with nothing blocking it completely. If ytarget only has the tip of a gun or top of his hat sticking out,isnt good enough. Your attacking model should be able toroughly 75% of the target model. Sometimes you will neebend down, eye level to the board, and get a models eye vof the game to see if they can hit their target.

    Crowded Targets

    If your target has another model (friend or foe) withinPersonal Space, there is a chance you may hit the other mod

    if you miss. If you completely missed your roll to hit intended target, count up the amount of other models withipersonal space and within range of your gun and assign ta number from 1 to 6. Roll 1D6 and if it lands on an assigmodels number, that is the one that got hit. This model will hto make a Defense roll as if it was hit with one successful Ddened in the Defense section on page 49.

    Example: There are 2 models within your targets Personal Spacerst model would be a 1, the second model would be a 2. You rolland it lands on 2, the 2nd model has been hit by your shot.

    Cover

    All terrain features will provide cover for models behind tand provide modiers for ranged attacks.

    Soft Cover: If your target is behind soft cover (hedges, fenoverturned table, dead bodies), or about half of the target mis covered by terrain, add +1 to hit target number and your tagains +1 Defense.

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    Hard Cover: If your target is behind heavy cover (stone wallr large rock, in a building looking out the window), or about5% of the target model covered by terrain, add +2 to hit target

    number and your target gains +2 Defense.

    Needless to say, it is a good idea to take cover and not be caughtut in the open. More rules for other special types of cover is

    detailed in the Terrain chapter on page 50.

    Melee Combat

    A models Melee Combat Attribute determines how well it canhit and hurt an enemy in melee combat (also referred to as closeombat or hand to hand). In order to engage an enemy modeln melee, your model must move within 1 of your opponents

    model, entering their Personal Space.

    n order to hit an enemy model, you will roll an amount of dicequal to your models Melee Combat Attribute in addition tony weapon or skill modiers you may have. Like shooting,our target number to hit will be 4. Also like shooting, you mustake note of every successful roll as your opponent will need this

    number when he attempts to defend himself.

    Once you enter an enemy models Personal Space, you andour enemy must ght in melee until one of you is defeated, oruccessfully moves away. You are both eectively locked inombat, and you may not decide to shoot at a dierent targetnstead.

    n the case of multiple models in melee together, you may onlyarget models within your own Personal Space.

    Common Melee Combat Modifiers: If your target moved more than 6 in its last activation, add+1 to target number.

    If you are outnumbered, add +1 to target number. If you outnumber your opponent, add +1D6 when rolling tohit.

    If you are using a melee weapon with a skill level that ishigher than your MC, add +1 to hit target number for eachlevel above your Attribute, to a maximum of 6.

    Note that there are no modiers for being in cover and in melee.f you are close enough to touch someone, they cant hide from

    our attacks.

    Outnumbered

    Not everyone ghts fair in the Wild West. If you have morehan one enemy model within your personal space, you areutnumbered, unless you have other friendly models attackinghe same enemies in melee as well. If you are outnumbered,our attacks will have a +1 to hit your target number. But, if youutnumber your opponent, your target number will not changend you may add +1D6 to your roll.

    AttackingExample: Last turn, you and your enemy fought a melee witoutcome and the 2 models are continuing the ght this turn. opponent moves one of his models into your personal space, so the is now 2 on 1 and now his models will get an extra +1D6 when attack you. You survive the attack from the new model, and mo

    friendly model in to join the fray. The ght is now even, and neside is outnumbered.

    Fist FightsWeapons will provide dierent bonuses in melee combat, butmodel may ght in melee combat whether they have a weaor not. They can just use their sts, without any bonuses, even though you may have 2 hands, you will only be alloto make 1 attack as if you were using just 1 weapon. A 1-hanmelee weapon will replace your sts, so if you want to maattacks, you need to use 2 separate 1-handed weapons.

    Leaving Melee Combat

    A model may move away from melee combat duringmovement, but the enemy may attempt to restrain and it back. To restrain someone, the model that wants to restsimply makes a Strength roll, using the other models Quickas a target number. If the restraining model was successfulmodel trying to escape will not be injured, it will just be unto move away and its movement will end. He may then mamelee attack.

    If the escaping model is outnumbered, the restraining mmay roll +1D6 and may choose which model will restrain (mlikely the one with the highest Strength Attribute). If the escamodel was able to get away, it may move 1D3 away, and it make one ranged attack or run to move farther away.

    Defense

    Models always get a chance to survive an attack, sometcalled a save or saving throw. When hit, roll an amount of equal to the models Defense statistic.

    The target number you will need to reach will be the Streof your attackers weapon, or the attacking models StrenAttribute in the case of melee attacks. Take into account modiers that weapons may add to the attack.

    In addition to beating the Strength of the attack, the defentarget must also roll enough successful saves to meet or exthe amount of successful dice in the attacking to hit roll. Ifdefending target does not or cannot roll enough saves, it lose 1 HP for the remainder of the game.

    If a models Health reaches zero, it is considered out of actiLay the model on its side. It is eectively no longer in playshould remain where it fell for other actions or scenario objecthat may aect it, or if a Doctor would like to try and heal th

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    Terrain is an all encompassing word used to dene trees oruildings or any other objects you will use to decorate your

    game board to make it look more realistic. Gangghts shouldhave a lot of terrain, so your gang members have things to hide

    ehind or climb onto. Terrain is split into two types: Area Terrainnd Obstacles.

    Area TerrainArea terrain is something like a wooded area, small pond ortream, the inside of a house or perhaps an area of rocky ground,r any other kind of terrain that would normally be dicult to

    move through, especially in the middle of a ght.

    To dene a section of the board as Area Terrain, simply placeerrain pieces inside a small area. A good way to show the areas to use a shaped base to show its borders, which can be maderom colored cloth, cardboard, or thin sheets of wood that youan cut into any shape you wish and decorate. Place your treesr other items on top of the base. Any model within Area Terrain

    will be harder to hit if youd like to shoot at them. All modelswithin Area Terrain are considered as being in Soft Cover foranged attacks.

    Buildings

    Building interiors are a special kind of Area Terrain. All modelswithin buildings are considered as being in Hard Cover foranged attacks coming from the outside of the building, evenf an attacker has a clear view to the model (for example, the

    model is inside but fully visible through an open doorway). AreaTerrain movement penalties still apply while inside buildings,o represent your model having to move around furniture andther clutter that could be inside. When both the attacker and thearget are inside a building, assume the target is in Soft Cover,ven for melee attacks, again, to represent furniture and clutter.

    Terrain

    Moving through or Into Area Terrain

    Models may travel through area terrain but it may slow tdown and they cannot run. When traveling through area termake a Quickness roll. The score on the highest D6 is the distyou may travel in inches.

    Example: Your model has a quickness of 2. You roll 2D6 and get a 35, so you may only move 5 inches through the Area Terrain.

    If you are starting a movement in an open area and nisin Area Terrain, the distance into it will be halved. If you your movement in Area Terrain and end it in an open areadistance you rolled for your movement still stands.

    Example: You moved 2 inches in open ground, and had 4 inchein your movement when you reached the area terrain. The rest of movement will be cut in half, so you may only move 2 more inche

    Tall or Flat Area Terrain

    Tall Area Terrain would be something like woods or a buildSomething that, in the real world, would logically preventfrom seeing through it. Tall Area Terrain will eectively bline of sight, meaning you cannot see a model behind it.

    Flat Area Terrain would be something like a pond or patcbushes and shrubs, or other things that logically wouobscure a target completely. Models behind Flat Area Termay be targeted.

    Obstacles

    There are many small obstacles that your models may havhop over as they move. These could be items such as big rohedges, fences or large pieces of furniture. When traveling an obstacle, your movement distance will be lowered by 1each obstacle you cross as you hop over it. A model mayhop over an obstacle over 1 high, anything higher than thconsidered impassable and you must take the long way aro

    Effects of Cover

    As mentioned in the Ranged Combat section, remember being in Soft Cover grants your model +1 Defense and attac

    shooting at your model will have +1 added to their TaNumber to hit. Heavy cover grants +2 Defense and +2 to hi

    Sam Winston and Lee Roland are inside the building, andcount as being in Hard Cover. Nate Winston is outside the

    building, and does not benefit from cover at all.

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    ometimes you could be so outnumbered or the casualtiesould be so vast that your men know its time to retreat. At theeginning of a game turn, if a gang is outnumbered AND has

    ost half of their members or more, they may run away.

    When this happens, during the Upkeep phase of each of yourmodels activations, make an Intellect roll to see if it can stayn the ght. Your model needs just one successful D6 to pass its

    morale test and ght on.

    Your base target number is a 4. If your gang is outnumbered 2o 1, your target number is a 5. If you are outnumbered 3 to 1 or

    worse, your target number is a 6.

    f the roll fails, the model will retreat and make a normal moveoward the closest board edge. The model must move in the most

    direct route possible, though it may go around Area Terrain orObstacles, and climb up or down stairs and ladders (instead ofumping) if necessary. After moving, you may face the modeln any direction and perform a ranged attack as you normally

    would, or it may run toward the edge instead of attacking if you

    wish. The model may shoot at any target that is visible, but it willnot voluntarily enter melee combat and must end its movementmore than 1 inch away from enemy models. Models locked inmelee must rst try to leave the ght as dened on page 48.

    MoraleYou will have to make a Morale roll for each of your mofor the remainder of the turn. At the beginning of the next tcheck and see if your gang is still outnumbered. As you wmaking a ghting retreat you may have been able to inenough casualties on the other gang that youve turned the and they could the ones retreating this time.

    Keep in mind that even if every model runs away, you could

    win the game. For example, scenarios such as Gold Rush hobjectives that can still be fullled even if you retreated. If ymodel was carrying more gold than the other, and manageee o the table, you win!

    Example: You and your opponent are both playing small 5-man gaIn the previous game turn, you managed to take down one of his mobut he has taken down three of yours. As the turn begins, you havmore than half of your gang, and are now outnumbered 2 to 1, so models will roll for morale on their activations. You activate yourmodel, who has an Intellect of 2. You roll 2D6 with a target numb5, but you roll 1 and a 3. The roll fails and your model immediatelyback toward the closest board edge.

    HorsesYour gang members can travel on a horse to benet from greaterpeed. Horses are available for purchase from the Livery and

    General Store listed on page 74. A horses listing includes anyAttributes, statistics or skills & functions it may have. Horses

    lso have an XP rating for the purposes of determining yourgangs Fame. Some or all of your gang members may have theirwn horse. Please remember the WYSIWYG rule. If you wantmodel to ride a horse, you will need to have a model of your

    gang member on a horse, in addition to a similar model on footo be used in case he wants to get o the horse or the horse is

    killed.

    n order to use a horse, you simply activate its rider as younormally would. If the rider ever dismounts, the horse willemain where he left it until he returns.

    Movement: A horse will have a movement speed associatedwith it, this is how many inches it can move each turn. The ridermay also use a run action for the mount, but using the horsesQuickness Attribute. The rider cannot attack or perform any

    ther action if the horse is running.

    Mounting & Dismounting:The rider can get o or on his hwhenever he wishes. A rider must mount or dismount insof moving or attacking. If your model wants to get on a hormust end its movement within the horses Personal Space.

    Example: if you begin your activation by dismounting, you wilbe able to move anywhere unless you run, moving only the distin your Quickness roll, or you may attack. If you would like to g

    your horse after walking up to it rst, you will not be able to attaperform any other action.

    Shooting at Horses: If you wish to attack a mounted mosimply roll your attacks as normal. If all rolls miss, roll a furD6 and on a roll of a 1 or a 2, your shot hit the horse instsimilar to the Crowded Targets rule on page 44. You catarget the horse itself, your attack is always made againstrider, unless your missed shot hits the horse. A model on a hcounts as being in Soft Cover.

    If a horse is taken out of action, but the rider is still alive, remthe horse model and replace it with a model of the rider on If a rider is taken out of action, assume the horse ran o andhim for dead.

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    Usually, gangs have a reason for ghting each other. You andour opponent may come up with a fun storyline for your game,r use one of the scenarios starting on the next page. Beforeou begin, rst you must determine who will be the attacker,nd who will be the defender. Both players roll 1D6, rerollingies, and the player who rolls the highest may choose to be the

    ttacker or defender. When it is time to place your models, thedefender always sets the rst model.

    The Game Board

    Most average games are played on a 4 foot square board.You may adjust the size to suit your needs and space, but theminimum space should be at least a 2 foot square. On a boardhat small, your gangs shouldnt be more than 5 or 6 models

    per side. Fighting on such a small board will give you a quick,un and lethal game. Larger boards will give you more space to

    move around and explore dierent strategies and tactics.

    Both players may add terrain in a mutually agreeable fashion tomake the board look good and give your gang members thingso hide behind. Dont forget to include any special terrain piecesour scenario may require. After youve set up your terrain, itsime for your gangs to take their starting positions.

    Turn the page and you will see some setup diagrams. Percentagesre given instead of exact dimensions, but based on a 4 footoard, 25% would equal 12 inches. When measuring yourtarting areas, it is usually a good idea to mark the edge of it

    with some spare dice or other counter, just so you know yourmodels are all behind the staring line.

    HorsesAttacking from a Mount:As long as you dont direct your horseo run, you may still make a ranged or melee attack. If your

    horse moved, you will have a +1 added to your target number tohit. There is no penalty if the model remained stationary, or justurned on the spot to change its facing.

    n melee combat, a horse counts as a second model for thepurposes of outnumbering, though the horse itself does not ght.

    Due to its size and strength, a rider on a horse may freely leavemelee combat during his movement and cannot be restrained.

    Trampling: Horses will not ght in combat normally, butrider may direct his horse to trample a target. Declare that want to trample when you move the model. The rider will dthe horse to run, and may only move in a straight line. model (friend or foe!) that will come within 1 of the horse aits path risks being trampled. Models may jump out of the by making a Quickness roll, using half of the total inches moas a target number. You only need one successful roll to jumpof the way. If a model fails the roll, it is trampled! Roll a Dsee how many saves the trampled model must make, usinghorses Strength to resolve the damage done.

    Whats the StoryHigh Noon is usually the most common, where each gastarting area goes across the whole side of the board, and indeep. All models must be placed in this zone before the gstarts. Both players roll 1D6, rerolling ties, and the winner choose which side of the board to start on.

    Corneredis a great way to make the most out of a smaller boor a good way to set up for multiple players. The starting aare a corner of the board, measuring 25% on each side, then a line connecting them diagonally. Your models wimore tightly packed when you rst start out, but there willgreater distance between the gangs when you rst start playBoth players roll 1D6, rerolling ties, and the winner may chwhich corner of the board to start on.

    Surrounded has a circle that is 25% across in the center ofboard, and this is the starting zone for the defenders. attackers will have a whole board edge for a starting zone, bon High Noon above.

    Surrounded & Cornered combines the previous two, withdefenders in the center circle, and the attackers in one cornthe board.

    Game Board Gang Setups

    The illustrations on the next 2 pages show the starting areayour gangs on a square game board.

    While some areas may appear to be small, keep in mind thaaverage board size is a 4 foot x 4 foot square, leaving more enough room to t quite a few models in there.

    Lastly, these are simply suggestions, if you feel you have a bway, by all means go for it!

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    High Noon

    Surrounded

    Game Board Gang Setups

    Cornered

    Surrounded & Cornered

    Scenarios

    This Town Aint Big Enough

    Both gangs have run into each other, and this town aint bignough for the both of you. This is what is considered a normalgang ght where the object is, quite simply, to kill the othergang.

    Objective

    Wipe out the other gang or send em packing.

    The winner will be whichever player has taken the entire engang out of action, and/or forced them to run away. If your gis cut short, or you are playing with a xed turn or time li

    when the game ends simply add up the XP for every enmember that you took out of action or forced to ee compleo the board. This will be your score for the game, and whoscores the highest is the winner.

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    Bounty Hunting

    Word has it, theres a price on someones head. Always lookingor a quick buck, many gangs are out on the hunt. Hes wanted,

    dead or alive!

    Set Up

    The attacker should have at least 1 Bounty Hunter in the gang.f there are more than 1, nominate which Bounty Hunter will be

    going after the bounty. If there are none, the gangs leader will befter the bounty instead.

    The attacker then selects 1 enemy model to be the one with aprice on his head. Simply choose one, or use a random way todetermine. The wanted model can (and should!) be placed inover or inside a building.

    Scenarios

    Objective

    Attackers must take out the wanted model, defenders mustout the nominated Bounty Hunter.

    If the wanted model is taken out of action or ees o the bothe attacker wins at the end of that turn, unless a doctor can

    him before the turn ends, or the Bounty Hunter is taken ouwell.

    If the Bounty Hunter is taken out of action or ees o the bothe defenders will win at the end of that turn, unless a doctoheal him or the wanted model is also taken out.

    If both the wanted model and the Bounty Hunter are takenof action in the same turn, and not healed before the turn ethe game will end as a draw.

    Stay of Execution

    A member of your gang as been captured by a rival and is abouto be executed for his crimes. Now is the time to stop them!

    Set Up

    Add a suitable terrain feature for a hanging or other sort ofxecution in the center of the board. This could be a modelepresenting gallows, or simply a tree that could have a branch

    with a noose tied to it. If you do not have a suitable piece oferrain, you may use a building and consider it a jailhouse orival gangs hideout.

    The defender selects any one of his models to be the executioner,nd any one of the attackers Henchmen models as the captive.

    Place the executioner and captive within 1 of the special terrainpiece. The captive should be in the executioners Personal Space,

    ut they cannot ght each other. After these 2 models are placed,et up the rest of your models based on the layout you chose.

    Objective

    The objective is to free the captured model or take all of enemies out of action. To free the captive, one of the attackmodels needs to be within the captives Personal Space spend a turn freeing him instead of attacking or performany other action. The model attempting to free him must ma Strength roll of 5+, and may roll +1D6 for every other frienmodel in the captives Personal Space.

    If freed, the captured model will only be permitted to dehimself in melee combat with just his sts, unless a friemodel within his Personal Space spends his activation to the captive one of his weapons instead of shooting or gh

    or any other action. The defending player will not be alloto attack the captive unless he is rst freed. Then all betso! If the executioner is killed, the captive will remain wheris until freed as described above. He is tied up and cant mon his own. The defenders still may not attack him unless freed rst. If the captive is freed, he must attempt to ee oany board edge.

    The Attackers will win at the end of the current turn if can free the captive model and it can escape o the board.defenders will win if they can take the captive out of acwhile its escaping.

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    Scenarios

    Gold Rush

    Youve heard prospectors saying theres some gold runninghrough this place. Your gang is out to claim their share, but sos everyone else.

    Set Up

    Each player rolls 1D6, plus the amount of Prospectors in theirgang, if any (for example, if you have 2 Prospectors, you will

    dd 2 to your roll). This total is how many chunks of gold theymay place on the board. First, the defender will place one of hisgold chunks in the center of the board. You may use any kind

    f suitable token, such as a glass bead or small coin. Next, thettacker will place 1 chunk 8 away from it in any direction.

    Then both players will take turns placing 1 chunk at a time inny direction, 8 away from any other chunk. All chunks muste at least 2 away from each other.

    Objective

    Get all the gold! To collect a chunk of gold, a model simply wup to it and picks it up instead of attacking or performingother action. The counter is kept with the model at all timemodel may carry up to 1 chunk of gold for each point of Streit has, no more. If a model with gold is taken out of action, a

    it will drop at his feet and any other model may pick thembut may only pick up 1 piece per turn.

    One gang must eliminate the other, but if a model has at leastpiece of gold, it may voluntarily ee o the board via the gastarting board edge. If all gold chunks are taken o the bothe game will end at the end of that turn, and the player the most gold will win. If both players have the same amothe game is a draw. If one entire gang is wiped out, the gwill end and the remaining player may claim all pieces lefthe board.

    Each piece of gold that a player can remove from the boa

    worth 1 point. At the end of the game, when one gang is eiwiped out or ed, the gang with the most chunks of goldwin, even if they were the gang that was wiped out.

    Weapon Types & Special RulesWhat follows below are special rules pertaining to the dierentypes of weapons in Blackwater Gulch, in addition to a listingf weapons your gang members may equip. Items are broken

    down by level, referring to the number of the Ranged Combatr Melee Combat Attribute your model must have in order to beble to use it without a penalty. 1 and 2-Handed Melee weapons

    will use your Melee Combat Attribute, while Pistols, Longarms,

    Repeaters and Thrown weapons use your Ranged CombatAttribute.

    How Many Hands

    Usually listed for melee weapons, this simply denes how manyhands you need to wield this weapon.

    Pistol

    Most common in Blackwater Gulch, pistols or revolvers are gunswith a short to medium range. As they are 1-handed weapons, if

    model has a pistol in each hand, it may shoot twice.

    Longarm

    These are commonly 2-handed, long range ries meant to takeut targets at a great distance. Extra long barrels and steady

    hands give these ries the ability to reroll 1 missed D6 when youoll to hit.

    Shotgun

    A rie that is a short ranged, 2-handed, double-barreled meant to blast whoever gets too close. They re shells fubuck shot, granting +1 Strength when red at targets in CRange.

    RepeaterA common 2-handed, medium to long range gun. Repearies have a magazine or other sort of mechanism that can several rounds, allowing a talented shooter to re several buin quick succession, granting +1D6 when rolling to hit.

    Parry

    Some melee weapons have long blades or shafts that can be uto parry or block incoming blows. A weapon that can parrygive the wielder +1 Defense against melee attacks. If a mod

    equipped with two 1-handed weapons that can parry, heearn +1 Defense and also be permitted to reroll 1 failed D6saving throws from melee attacks.

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    Weapon Types & Special RulesThrown

    Thrown weapons are 1-Handed ranged weapons, however amodel may not equip one in each hand like other 1-Handedweapons. Unless otherwise specied, the range of any Thrownweapon is the models Strength +1D6. Determine your throwingdistance with each attack, before choosing a target.

    Thrown weapons that completely miss their to hit roll may behrown back! To make a throwback, the target must make a

    Quickness roll with a Target Number being the amount of incheshrown, to a maximum of 6. If the Quickness roll is missed,

    nothing happens, but if successful he may make an immediatehrowing attack with the same weapon.

    Roll for distance, and select a new target as normal. If this newhrowing attack also misses, or if your distance roll isnt high enougho hit a new target, the original target will end up being hit after allnd will take just 1 normal hit from the weapon. If it was a amingr explosive weapon, it will go o in his hands! Thus,

    hrowbacks are risky, but sometimes worth the risk.

    Explosives

    Exploding weapons are very dangerous. Not only is it bad to beaught in the middle, all explosions have a blast radius of 1D6nd anything caught in the radius is in for some pain.

    Roll to hit as normal, you just need 1 successful hit for thexplosion to go o. Roll 1D6 for the blast radius and measure outrom the edge of the targets base the amount of inches rolled,nd any model within this distance is caught in the blast and

    will be hit as well, friend or foe. The target model will take 1D6

    hits from the explosion that must be saved with a Defense roll.f a models entire base falls within the blast radius, it will takeD3 hits. If a models base is just partially in the blast radius and

    not fully inside, it will take 1 hit.

    Example: 3 models are caught in a dynamite blast and must make aaving throw to avoid being hurt. The stick of dynamite has a strengthf 5. The target model rolls a D6 and scores a 4, the second is fully

    within the blast radius, so he rolls a D3 and comes up with a 2. The 3rdmodel only had half of his base touched by the blast radius, so he justakes 1 hit. The target model will need to make 4 saves with a targetumber of 5 to avoid being hurt, while the second will only need to

    make 2 saves, and the third just makes 1 save.

    Unless otherwise specied, an explosive weapon must be usedgainst a model, not just targeted at the ground.

    Flaming

    Some weapons are meant to set your enemies on re. Wattacking with a aming weapon, if your target fails his Defroll and loses 1 or more points of Health, but isnt taken ouaction, he will be set on re.

    On its next activation, the target may move and run as norbut may not attack or perform any action other than tryinput the re out. If the model enters a water terrain featurere goes out immediately, but he still may not attack that tuno water is nearby, he may Stop, Drop & Roll and attemput out the re. Make a Defense roll with a target number If just 1D6 is successful, the re goes out. If unsuccessful, thestill burns and the model will lose 1HP. This will continue ueither the re is put out, or the model is eventually reducedcharred husk and taken out of action.

    Fire has a good chance to spread to other models withinprimary targets personal space. On the turn that a model i

    on re, but not taken out of action, any model that happens tin his personal space may catch on re as well. The other mmust make a Defense roll with a target number of 4. If the rosuccessful, the model is ne. If not, the new model will also con re. It will not be injured, but must put the re out in its activation or risk being injured as described above.

    Models Strength

    Mostly just for melee weapons, a Strength value listed as Mthe equipment listing means you will use the attacking moStrength to determine the Strength of the attack. Some weapmay also add extra Strength to your attack, and if so this wi

    listed in the Strength values of the weapon as M+1 or Mand so on.

    Super Strength

    There could be occasions where the Strength of an attack modied to be higher than 6. For example, a model with a LBarreled Shotgun ring at a target in close range wouldattacking with a total of 7 Strength, but dice only go up to 6

    To address this, every point of Strength over 6 will forcetarget to reroll 1 successful D6 for his saving throw. In the abexample, the unfortunate target getting hit with a Strengattack would have to make a Defense roll with a Target Numof 6, and then he will have to reroll one successful D6.

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    Livery & General Store

    Level 1 Weapons

    Derringer Pocket RevolverStr Short Range Long Range Type/Notes

    3 0-6 6-12 Pistol

    Knuckleduster or Small KnifeStr Type/Notes

    M 1-Handed Melee

    Volcanic CarbineStr Short Range Long Range Type/Notes

    3 0-14 14-20 Repeater

    Throwing KnivesStr Type/Notes

    M Thrown

    Level 2 Weapons

    Volcanic PistolStr Short Range Long Range Type/Notes

    3 0-8 8-14 Pistol

    Tomahawk or HatchetStr Type/Notes

    M+1 1-Handed Melee

    Spencer Light Sporing RifleStr Short Range Long Range Type/Notes

    3 0-18 18-28 Longarm

    Sharps Coach GunStr Short Range Long Range Type/Notes

    4 0-4 4-8 Shotgun

    Level 3 Weapons

    Remington Army RevolverStr Short Range Long Range Type/Notes

    4 0-9 9-15 Pistol

    Bowie Knife or MacheteStr Type/Notes

    M+1 1-Handed Melee, Parry

    Henry RepeaterStr Short Range Long Range Type/Notes

    4 0-16 16-22 Repeater

    Burning Bottle of BoozeStr Type/Notes

    4 Thrown, Flaming

    Level 4 Weapons

    Cooper Navy RevolverStr Short Range Long Range Type/Notes

    4 0-10 10-16 Pistol

    Miners Pick or SpearStr Type/Notes

    M+2 2-Handed Melee

    Parker Short Barrel ShotgunStr Short Range Long Range Type/Notes

    5 0-5 5-10 Shotgun

    Sharps Standard Long Range RifleStr Short Range Long Range Type/Notes

    4 0-20 20-30 Longarm

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    Level 5 Weapons

    Smith & Wesson Frontier RevolverStr Short Range Long Range Type/Notes

    5 0-11 11-17 Pistol

    Winchester RepeaterStr Short Range Long Range Type/Notes

    5 0-18 18-24 Repeater

    Sledge Hammer or Large AxeStr Type/Notes

    M+2 2-Handed Melee, Parry

    DynamiteStr Type/Notes

    5 Thrown, Explosive

    Livery & General Store

    Level 6 Weapons

    Colt 45 PeacemakerStr Short Range Long Range Type/Notes

    6 0-12 12-18 Pistol

    Remington Rolling Block RifleStr Short Range Long Range Type/Notes

    5 0-24 24-32 Longarm

    Remington Long Barrel ShotgunStr Short Range Long Range Type/Notes

    6 0-6 6-12 Shotgun

    Cavalry or Dueling SaberStr Type/Notes

    M+2 1-Handed Melee, Parry, also requires Quickness of 3

    Horses

    MuleSpeed Str Qui Sta Int XP

    7 3 3 2 2 10

    Small HorseSpeed Str Qui Sta Int XP

    8 4 4 3 2 20

    Large HorseSpeed Str Qui Sta Int XP

    9 5 5 4 3 40

    War HorseSpeed Str Qui Sta Int XP

    10 6 6 5 3 80

    On Realism

    In reality, most if not all of the guns in the game could shquite far. To break it down into realistic terms where 1 in the game could equal around 4-5 feet in reality, just aevery gun could shoot clear across the board, and then swith very little diculty. The game, however, wouldnt be fun if everyone just sat in the corners shooting at the oppside. In the interest of game balance and enjoyment, the rarepresented above were selected to provide a challenge

    allow players many fun tactical options, and to make the ginteresting and entertaining.

    Furthermore, some weapons held very small amountammunition, or could only re once or twice in succesThis is something we just do not consider, again in the inteof gameplay and fun. Just assume your gang membersreloading their weapons on the move.

    So, Now what?

    This is the end of the basic rules for Blackwater Gulch. Nowthat youve read through the rules, we hope that you will be

    inspired to gather up a few friends, set up some gangs and sghting!

    Remember to visit our website often. We regularly add articdownloads and more to help you get the most enjoyment ouof your games. You will nd downloadable character cards,gang building and collecting ideas, along with painting andmodeling resources so you can make your gang look great.Visit us online anytime at www.blackwatergulch.com!

    Now its time to get your gang started and ght your way tofame and fortune!

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    Get in the Gulch!Available online at shop.GameSalute.com - Or find a local store at GameStoreLocator.com

    The Clancy Gang Starter Box Set The Vigilance Committee Starter Box Set

    Los Bandidos Mexicanos Starter Box Set The Bloodwolf Tribe Starter Box Set

    Hired Guns: Desperados Support Pack Blackwater Gulch Rulebook - Full Color!